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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="clearstream" data-source="post: 9330604" data-attributes="member: 71699"><p>This is a mode of play preferences statement, right? And if my discussion of nature versus content describes something essential to narrativism, then that preference would rule out playing narrativistically regardless of chosen game text. no doubt one would then find sections of some game texts unhelpful, and disregard them.</p><p></p><p>And that would not prevent ones preferred mode of play containing what one feels are meaningful player choices... ones that are fundamental to how things go. The most obvious case would be game structures and play relating to challenge. It would only require having in mind a different idea of what counts as meaningful and fundamental.</p><p></p><p></p><p>I don't recall any momentum mechanic in 5e. There are a few mechanical cascades in specific cases. Social Interaction is one. Others are found in downtime activities, where a series of checks yield an outcome.</p><p></p><p></p><p>For me understanding narrativism is complicated by its wedding to traditional Western dramatic story-telling. It's defined by a bundle of characteristics, not just one. It's a helpful concept that belongs somewhat to the past, as more and more we're seeing the design ideas appear in games that are not intended to be necessarily or purely "narrativist". Games like DH reveal just how incredible the inspiration that produced AW was, yet taking advantage of those discoveries doesn't make them "narrativist", and possibly "narrativist" is not even a particularly helpful description. No more than "trad" or "simulationist" would be.</p><p></p><p>GM moves are one example of what I'm thinking about. So we have this idea that GM could be seen as some sort of player, or at least following the rules, but in fact the rules in many game texts simply don't cover the GM. The GM is always addressed as being in some sense outside the rules. Giving them game actions brings them within the rules. I think it's essential if you really want to take that seriously. (GM moves have other helpful effects too.) AW is the first game text I know of in which they appear. DH includes GM moves. Of course, we've still much to learn about them. I'm curious as to whether they can be used in other ways: to give GMs actions that don't amount to following the game principles, but take the play in specifically curated directions.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9330604, member: 71699"] This is a mode of play preferences statement, right? And if my discussion of nature versus content describes something essential to narrativism, then that preference would rule out playing narrativistically regardless of chosen game text. no doubt one would then find sections of some game texts unhelpful, and disregard them. And that would not prevent ones preferred mode of play containing what one feels are meaningful player choices... ones that are fundamental to how things go. The most obvious case would be game structures and play relating to challenge. It would only require having in mind a different idea of what counts as meaningful and fundamental. I don't recall any momentum mechanic in 5e. There are a few mechanical cascades in specific cases. Social Interaction is one. Others are found in downtime activities, where a series of checks yield an outcome. For me understanding narrativism is complicated by its wedding to traditional Western dramatic story-telling. It's defined by a bundle of characteristics, not just one. It's a helpful concept that belongs somewhat to the past, as more and more we're seeing the design ideas appear in games that are not intended to be necessarily or purely "narrativist". Games like DH reveal just how incredible the inspiration that produced AW was, yet taking advantage of those discoveries doesn't make them "narrativist", and possibly "narrativist" is not even a particularly helpful description. No more than "trad" or "simulationist" would be. GM moves are one example of what I'm thinking about. So we have this idea that GM could be seen as some sort of player, or at least following the rules, but in fact the rules in many game texts simply don't cover the GM. The GM is always addressed as being in some sense outside the rules. Giving them game actions brings them within the rules. I think it's essential if you really want to take that seriously. (GM moves have other helpful effects too.) AW is the first game text I know of in which they appear. DH includes GM moves. Of course, we've still much to learn about them. I'm curious as to whether they can be used in other ways: to give GMs actions that don't amount to following the game principles, but take the play in specifically curated directions. [/QUOTE]
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